Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Abilities as the Core - uh yeah...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CuRoi" data-source="post: 5629626" data-attributes="member: 98032"><p>Hey, thanks for the comments!</p><p> </p><p>Got you on the site - sorry its a free Joomla template and I (obviously) haven't put much thought into design. I'll try to arrange it so it makes more sense. </p><p> </p><p>To clarify something - Abilities don't bounce. Since each ability has a training modifier (granted from class levels) and a natural modifier (what is granted from your stats) the penalties are just penalties to actions that involve those stats. If you are familiar with 3e, just think of each attribute having a "BAB". Maybe the penalties make more sense then?</p><p> </p><p>3e had a lengthy list of conditions with varying effects. Some gave penalties to Attacks, some gave penalties directly to Attributes, some gave penalties to BOTH attacks and Attributes, some forced you to roll percentile dice. </p><p> </p><p>Take the "Entangled" condition</p><p> </p><p>The 3.5 Version: You move half speed, take a -2 on attack rolls and a -4 penalty on Dexterity. This means you need to adjust your Dexterity Attribute down by 4 and by doing so, you then actually take a total of -6 on Missile attacks and you take a -2 on Reflex saves as well and a -2 on all Dex based skills... </p><p> </p><p>My version: You have -4 on all rolls involving Dexterity, Perception and you move slower. There is no converting "Attribute Points" into "Bonus Points", there's no combining the steps of a flat penalty and converting Attribute damage to a number that you then need to apply to skills, reflex saves and missile attacks. It's just a flat penalty.</p><p> </p><p>The other thing I was trying to accomplish was to roll in several combat penalties into the condition format. So "Prone" could be the equiv of entangled. Uneven terrain? Hindered. No more special rules, just let the players know the condition. They mark a box right there on their character sheet and can refer to it right there until the condition goes away.</p><p> </p><p>As far as the worst conditions all seeming the same, well, many are to a degree. However the source may be important so calling them all "Incapacitated" could be problematic. If a character is "Cowering" then Remove Fear will help them out. If they are Asleep, it won't do anything (but stave off nightmares <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />).</p><p> </p><p>I'm glad you thought of Zombies for decayed. Posions and Necromantic spells were going to be the root cause of that condition. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> How is it different from stunned? As you pointed out, different abilities are targetted. </p><p> </p><p>Now should there be more variety to differentiate - yeah, I think thats a good idea! </p><p> </p><p>On Death's Door - looked at it and yeah you are right, it's confusing. <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /></p><p> </p><p>I need to clarify it, but the point should be you need to roll each round. Further damage will incidentally drive you further into the negatives which would make any future Con checks increasingly harder. At some point, your just not going to be able to make the roll and you die.</p><p> </p><p>EDIT *Another note about the Hampered condition. It will hopefully also replace the following various bonuses/penalties/conditions: Squeezing, Prone, Kneeling, Climbing (or any movement which you don't have a move distance for). So it's a three tiered condition that replaces half a dozen or more different "rules" that were spread out between a few books in 3e.</p><p> </p><p>EDIT 2 *For death's door it is possible to remain disabled as long as you only take move actions, but once you do more than that you start bleeding and taking damage thus triggering con checks again. Of course, taking more direct damage (and going furthe rinto negative hit points) will force another Con Defense.</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5629626, member: 98032"] Hey, thanks for the comments! Got you on the site - sorry its a free Joomla template and I (obviously) haven't put much thought into design. I'll try to arrange it so it makes more sense. To clarify something - Abilities don't bounce. Since each ability has a training modifier (granted from class levels) and a natural modifier (what is granted from your stats) the penalties are just penalties to actions that involve those stats. If you are familiar with 3e, just think of each attribute having a "BAB". Maybe the penalties make more sense then? 3e had a lengthy list of conditions with varying effects. Some gave penalties to Attacks, some gave penalties directly to Attributes, some gave penalties to BOTH attacks and Attributes, some forced you to roll percentile dice. Take the "Entangled" condition The 3.5 Version: You move half speed, take a -2 on attack rolls and a -4 penalty on Dexterity. This means you need to adjust your Dexterity Attribute down by 4 and by doing so, you then actually take a total of -6 on Missile attacks and you take a -2 on Reflex saves as well and a -2 on all Dex based skills... My version: You have -4 on all rolls involving Dexterity, Perception and you move slower. There is no converting "Attribute Points" into "Bonus Points", there's no combining the steps of a flat penalty and converting Attribute damage to a number that you then need to apply to skills, reflex saves and missile attacks. It's just a flat penalty. The other thing I was trying to accomplish was to roll in several combat penalties into the condition format. So "Prone" could be the equiv of entangled. Uneven terrain? Hindered. No more special rules, just let the players know the condition. They mark a box right there on their character sheet and can refer to it right there until the condition goes away. As far as the worst conditions all seeming the same, well, many are to a degree. However the source may be important so calling them all "Incapacitated" could be problematic. If a character is "Cowering" then Remove Fear will help them out. If they are Asleep, it won't do anything (but stave off nightmares :]). I'm glad you thought of Zombies for decayed. Posions and Necromantic spells were going to be the root cause of that condition. :) How is it different from stunned? As you pointed out, different abilities are targetted. Now should there be more variety to differentiate - yeah, I think thats a good idea! On Death's Door - looked at it and yeah you are right, it's confusing. :blush: I need to clarify it, but the point should be you need to roll each round. Further damage will incidentally drive you further into the negatives which would make any future Con checks increasingly harder. At some point, your just not going to be able to make the roll and you die. EDIT *Another note about the Hampered condition. It will hopefully also replace the following various bonuses/penalties/conditions: Squeezing, Prone, Kneeling, Climbing (or any movement which you don't have a move distance for). So it's a three tiered condition that replaces half a dozen or more different "rules" that were spread out between a few books in 3e. EDIT 2 *For death's door it is possible to remain disabled as long as you only take move actions, but once you do more than that you start bleeding and taking damage thus triggering con checks again. Of course, taking more direct damage (and going furthe rinto negative hit points) will force another Con Defense. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Abilities as the Core - uh yeah...
Top